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From: Marc van den Dikkenberg
Subject: How to convert halo's to POV 3.1?
Date: 14 Jan 1999 23:58:10
Message: <369ec8e4.2681625@news.povray.org>
I recently upgraded to POV 3.1, after using POV 3.0 for a while. 

This caused some problems with one of the objects I made, since 3.1
apparently no longer supports Halo's... Unfortunately, I have no idea how
to translate this code to 3.1. 

(Hopefully this IS the right snippet, since I can't test-render it anymore.
 It ought to be a blue/white exhaust flame for a vehicle I created)

Any help is appreciated!

//--------------------------------------------------------

#declare Exhaust = intersection {
box { <-2,0,-2><2,10,2>
pigment { Black }
}
    sphere { 0, 2
        pigment { color rgbt <1, 1, 1, 1> }
        halo {
            emitting
            spherical_mapping
            linear
            color_map {
                [ 0 color rgbt <0, 0, 1,  1> ]
                [ 1 color rgbt <.8, .8, 1, -1> ]
            }
            samples 10
            scale 2.0
            turbulence sin(clock*2*pi)/4
        }
        hollow
        scale <.3, 2, .1>
    }}

//--------------------------------------------------------
-- 
Marc van den Dikkenberg
--
The PowerBasic Archives -- http://www.xs4all.nl/~excel/pb.html
All Basic Code Archives -- http://come.to/abcpackets


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From: Bob Hughes
Subject: Re: How to convert halo's to POV 3.1?
Date: 15 Jan 1999 13:06:23
Message: <369F8393.19F4AE64@aol.com>
First of all, you should not have thrown P-R 3.0* away. Secondly, the
rumor is that P-R 3.5 or at least 4.0 will have the #version returned so
3.0 files will be renderable as-is once again.
Anyway, here's my attempt at equalization of this halo using media, for
this example anyhow.

//BEGIN
 #declare Exhaust = intersection {
 box { <-2,0,-2>,<2,10,2>
 pigment { rgb 0 }
 }
     sphere { 0, 2
         pigment { color rgbf <1, 1, 1, 1> }
         interior {
          media { //as-is below this is 4X slower than halo
             emission <.4,.4,2> //half red&green? double blue? +??
             intervals 12 //lower grainy (3 equals speed of halo)
             samples 1,1 //higher slower if intervals is high too
    scattering {4,<2.4,2.4,.5> extinction .25} //3X and 1/2? type 4
           density {
             spherical
              density_map {  //see the emission and scattering vectors
                 [ 0 rgb <0,0,1> ] //same
                 [ 1 rgb <.8,.8,1>*1.5 ] //one and a half times original
             }
             scale 2.0
             turbulence sin(clock*2*pi)/4
         }
       }} //media&interior
         hollow
         scale <.3, 2, .1>
     } //sphere
 }
//END

Marc van den Dikkenberg wrote:
> 
> I recently upgraded to POV 3.1, after using POV 3.0 for a while.
> 
> This caused some problems with one of the objects I made, since 3.1
> apparently no longer supports Halo's... Unfortunately, I have no idea how
> to translate this code to 3.1.
> 
> (Hopefully this IS the right snippet, since I can't test-render it anymore.
>  It ought to be a blue/white exhaust flame for a vehicle I created)
> 
> Any help is appreciated!
> 
> //--------------------------------------------------------
> 
> #declare Exhaust = intersection {
> box { <-2,0,-2><2,10,2>
> pigment { Black }
> }
>     sphere { 0, 2
>         pigment { color rgbt <1, 1, 1, 1> }
>         halo {
>             emitting
>             spherical_mapping
>             linear
>             color_map {
>                 [ 0 color rgbt <0, 0, 1,  1> ]
>                 [ 1 color rgbt <.8, .8, 1, -1> ]
>             }
>             samples 10
>             scale 2.0
>             turbulence sin(clock*2*pi)/4
>         }
>         hollow
>         scale <.3, 2, .1>
>     }}
> 
> //--------------------------------------------------------
> --
> Marc van den Dikkenberg
> --
> The PowerBasic Archives -- http://www.xs4all.nl/~excel/pb.html
> All Basic Code Archives -- http://come.to/abcpackets

-- 
 omniVERSE: beyond the universe
  http://members.aol.com/inversez/POVring.htm
=Bob


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From: Thorsten Froehlich
Subject: Re: How to convert halo's to POV 3.1?
Date: 15 Jan 1999 13:21:40
Message: <369f8734.0@news.povray.org>
In article <369F8393.19F4AE64@aol.com> , Bob Hughes <inv### [at] aolcom>  wrote:

>Secondly, the
>rumor is that P-R 3.5 or at least 4.0 will have the #version returned so
>3.0 files will be renderable as-is once again.

?????


    Thorsten


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From: Marc van den Dikkenberg
Subject: Re: How to convert halo's to POV 3.1?
Date: 15 Jan 1999 15:59:32
Message: <369fa148.4442925@news.povray.org>
On Fri, 15 Jan 1999 12:06:11 -0600, Bob Hughes <inv### [at] aolcom> wrote:

>First of all, you should not have thrown P-R 3.0* away. 

Actually, I recently immigrated, and didn't take my old computer along...
Had to download/install everything from scratch, and ended up with
POV 3.1 instead.

>Anyway, here's my attempt at equalization of this halo using media, for
>this example anyhow.

Thanks, that'll give me something to work with.
Unfortunately, it's still quite different: After replacing the outside
pigment with something transparent, the 'flame' itself turns out to be blue
on the inside, and white on the outside, which is the opposite of what it
should be. When I try to change the density map to reverse this, the white
is gone completely, and I end up with a 100% blue 'flame'.

I think I liked halo's better... :-)

>//BEGIN
> #declare Exhaust = intersection {
> box { <-2,0,-2>,<2,10,2>
> pigment { rgb 0 }
> }
>     sphere { 0, 2
>         pigment { color rgbf <1, 1, 1, 1> }
>         interior {
>          media { //as-is below this is 4X slower than halo
>             emission <.4,.4,2> //half red&green? double blue? +??
>             intervals 12 //lower grainy (3 equals speed of halo)
>             samples 1,1 //higher slower if intervals is high too
>    scattering {4,<2.4,2.4,.5> extinction .25} //3X and 1/2? type 4
>           density {
>             spherical
>              density_map {  //see the emission and scattering vectors
>                 [ 0 rgb <0,0,1> ] //same
>                 [ 1 rgb <.8,.8,1>*1.5 ] //one and a half times original
>             }
>             scale 2.0
>             turbulence sin(clock*2*pi)/4
>         }
>       }} //media&interior
>         hollow
>         scale <.3, 2, .1>
>     } //sphere
> }
>//END

>> //--------------------------------------------------------
>> 
>> #declare Exhaust = intersection {
>> box { <-2,0,-2><2,10,2>
>> pigment { Black }
>> }
>>     sphere { 0, 2
>>         pigment { color rgbt <1, 1, 1, 1> }
>>         halo {
>>             emitting
>>             spherical_mapping
>>             linear
>>             color_map {
>>                 [ 0 color rgbt <0, 0, 1,  1> ]
>>                 [ 1 color rgbt <.8, .8, 1, -1> ]
>>             }
>>             samples 10
>>             scale 2.0
>>             turbulence sin(clock*2*pi)/4
>>         }
>>         hollow
>>         scale <.3, 2, .1>
>>     }}
>> 
>> //--------------------------------------------------------

-- 
Marc van den Dikkenberg
--
The PowerBasic Archives -- http://www.xs4all.nl/~excel/pb.html
All Basic Code Archives -- http://come.to/abcpackets


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From: Bob Hughes
Subject: Re: How to convert halo's to POV 3.1?
Date: 16 Jan 1999 02:32:42
Message: <36A0408B.AA42F8C3@aol.com>
You mean it is just a rumor!?
Or you didn't understand what I was saying?
Thought it had been said that all the previous versions would sooner or
later be parseable, but I may be wrong after all. Perhaps the 1.0, 2.0,
and 3.0 would be parseable yet not include the atmosphere or halo in
3.0*.
Am I getting warmer?

Thorsten Froehlich wrote:
> 
> In article <369F8393.19F4AE64@aol.com> , Bob Hughes <inv### [at] aolcom>  wrote:
> 
> >Secondly, the
> >rumor is that P-R 3.5 or at least 4.0 will have the #version returned so
> >3.0 files will be renderable as-is once again.
> 
> ?????
> 
>     Thorsten

-- 
 omniVERSE: beyond the universe
  http://members.aol.com/inversez/POVring.htm
=Bob


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From: Bob Hughes
Subject: Re: How to convert halo's to POV 3.1?
Date: 16 Jan 1999 02:38:59
Message: <36A04211.A96F02C3@aol.com>
Not sure what you mean, I used both 3.02 (halo) and 3.1 (media) to
compare as I attempted to match the renders. I thought it looked pretty
close, aside from a slightly more grainy appearence of the media
"Exhaust".
Perhaps you're talking about another change you've tried out.

Marc van den Dikkenberg wrote:
> 
> >Anyway, here's my attempt at equalization of this halo using media, for
> >this example anyhow.
> 
> Thanks, that'll give me something to work with.
> Unfortunately, it's still quite different: After replacing the outside
> pigment with something transparent, the 'flame' itself turns out to be blue
> on the inside, and white on the outside, which is the opposite of what it
> should be. When I try to change the density map to reverse this, the white
> is gone completely, and I end up with a 100% blue 'flame'.
> 
> I think I liked halo's better... :-)
> 
> >//BEGIN
> > #declare Exhaust = intersection {
> > box { <-2,0,-2>,<2,10,2>
> > pigment { rgb 0 }
> > }
> >     sphere { 0, 2
> >         pigment { color rgbf <1, 1, 1, 1> }
> >         interior {
> >          media { //as-is below this is 4X slower than halo
> >             emission <.4,.4,2> //half red&green? double blue? +??
> >             intervals 12 //lower grainy (3 equals speed of halo)
> >             samples 1,1 //higher slower if intervals is high too
> >    scattering {4,<2.4,2.4,.5> extinction .25} //3X and 1/2? type 4
> >           density {
> >             spherical
> >              density_map {  //see the emission and scattering vectors
> >                 [ 0 rgb <0,0,1> ] //same
> >                 [ 1 rgb <.8,.8,1>*1.5 ] //one and a half times original
> >             }
> >             scale 2.0
> >             turbulence sin(clock*2*pi)/4
> >         }
> >       }} //media&interior
> >         hollow
> >         scale <.3, 2, .1>
> >     } //sphere
> > }
> >//END
> 
> >> //--------------------------------------------------------
> >>
> >> #declare Exhaust = intersection {
> >> box { <-2,0,-2><2,10,2>
> >> pigment { Black }
> >> }
> >>     sphere { 0, 2
> >>         pigment { color rgbt <1, 1, 1, 1> }
> >>         halo {
> >>             emitting
> >>             spherical_mapping
> >>             linear
> >>             color_map {
> >>                 [ 0 color rgbt <0, 0, 1,  1> ]
> >>                 [ 1 color rgbt <.8, .8, 1, -1> ]
> >>             }
> >>             samples 10
> >>             scale 2.0
> >>             turbulence sin(clock*2*pi)/4
> >>         }
> >>         hollow
> >>         scale <.3, 2, .1>
> >>     }}
> >>
> >> //--------------------------------------------------------
> 
> --
> Marc van den Dikkenberg
> --
> The PowerBasic Archives -- http://www.xs4all.nl/~excel/pb.html
> All Basic Code Archives -- http://come.to/abcpackets

-- 
 omniVERSE: beyond the universe
  http://members.aol.com/inversez/POVring.htm
=Bob


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From: Thorsten Froehlich
Subject: Re: How to convert halo's to POV 3.1?
Date: 16 Jan 1999 10:35:04
Message: <36a0b1a8.0@news.povray.org>
In article <36A0408B.AA42F8C3@aol.com> , Bob Hughes <inv### [at] aolcom>  wrote:

>You mean it is just a rumor!?
>Or you didn't understand what I was saying?
>Thought it had been said that all the previous versions would sooner or
>later be parseable, but I may be wrong after all. Perhaps the 1.0, 2.0,
>and 3.0 would be parseable yet not include the atmosphere or halo in
>3.0*.
>Am I getting warmer?

As you can read in Chris Youngs "Plans for 1999" letter, we will try to parse and
convert as much as *possible*. We never discussed automatic halo and atmosphere
conversion and *I* simply don't know if this is possible at all. - And keep in mind
that the halo and atmosphere features 8as well as radiosity) were declared
experimental.


    Thorsten


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From: Marc van den Dikkenberg
Subject: Re: How to convert halo's to POV 3.1?
Date: 16 Jan 1999 14:39:35
Message: <36a0eaa8.1142195@news.povray.org>
On Sat, 16 Jan 1999 01:38:57 -0600, Bob Hughes <inv### [at] aolcom> wrote:

>Not sure what you mean, I used both 3.02 (halo) and 3.1 (media) to
>compare as I attempted to match the renders. I thought it looked pretty
>close, aside from a slightly more grainy appearence of the media
>"Exhaust".
>Perhaps you're talking about another change you've tried out.

No, this is the only one so far...

When I pasted your code unmodified, all I got was a bright white, solid
cone-shaped flame. There turned out to be a solid finish over the entire
object. After I made this transparant, I got to see the blue/white, but...
- The center was blue, with white edges (instead of the other way around)
- The object didn't seem somewhat transparent as a halo, but pretty solid.
:-/
-- 
Marc van den Dikkenberg
--
The PowerBasic Archives -- http://www.xs4all.nl/~excel/pb.html
All Basic Code Archives -- http://come.to/abcpackets


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From: Saif Ansari
Subject: Re: How to convert halo's to POV 3.1?
Date: 16 Jan 1999 15:09:29
Message: <36A0F278.65E7@frontiernet.net>
Bob Hughes wrote:
> 
> First of all, you should not have thrown P-R 3.0* away

Valid point... well, I still have my 3.0 ZIP around... I wonder if we
can't keep older versions of POV on some server somewhere...

-- 
Saif Ansari
	Choking on the dust of humanity
	Slashing my wrists with silicon

"Don't blow those brains yet
we gotta be big
boy
we gotta be big." -- Tori Amos


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From: Thorsten Froehlich
Subject: Re: How to convert halo's to POV 3.1?
Date: 16 Jan 1999 19:17:19
Message: <36a12c0f.0@news.povray.org>
In article <36A### [at] frontiernetnet> , Saif Ansari <sai### [at] frontiernetnet> 
wrote:

>Valid point... well, I still have my 3.0 ZIP around... I wonder if we
>can't keep older versions of POV on some server somewhere...

Why? They are all (3.0) on the POV-Ray server, just go to
<ftp://ftp.povray.org/pub/povray/>!



      Thorsten


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